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Messages - Meridian

Pages: 1 [2] 3 4 ... 475
16
Released Mods / Re: X-Chronicles resource review
« on: January 15, 2022, 09:24:12 am »
Discussion was extracted into a separate thread.

17
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 14, 2022, 01:00:01 pm »
On my end, an average mid campaign XcomFiles save (~3 MB) takes about 2-3 seconds to load.

If you upload one of your saves, I can try to load it.

You can also try downgrading OXCE to see if there is any change.
From coding perspective, there wasn't any change I'm aware of that could affect save/load times.

PS: what is a "all mods patch" ??

18
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 14, 2022, 10:48:43 am »
how much is a major hit?

19
OpenXcom Extended / Re: OXCE v7.4 MacOS
« on: January 11, 2022, 04:19:16 pm »
Hi, any idea of when the fix to 7.1.4 for MacOS Monterey will be available? End of January is confirmed?

No sorry, BigSur and Monterey are not supported at all... and likely won't be supported for a long time.
(There's no fix for it, Apple just dropped support for the technology we use; and upgrading to newer technology is difficult.)

End of January is just when I will update the package from 7.1.4 to 7.4 (or the newest at that time).
Support is only for Catalina and older.

20
XPiratez / Re: Bugs & Crash Reports
« on: January 10, 2022, 10:56:52 pm »
Find this in Ruleset/Piratez.rul within the Parrot mod

Code: [Select]
items:
  - type: AUX_CARRRAMBA
    size: 0.1
    weight: 0
    bigSprite: 1350
    bulletSprite: 27
    hitAnimation: 240
    fireSound: [480, 481, 482, 483, 484, 485]
    hitSound: 999
    invWidth: 2
    invHeight: 3

and change "hitSound: 999" to "hitSound: -1"

21
XPiratez / Re: Bugs & Crash Reports
« on: January 10, 2022, 10:26:12 pm »
I had Scolding Parrot mod, is there anything i can do about it quickly? (except deleting it)

review the mod and fix the missing sound for AUX_CARRRAMBA, or set the sound index to -1

22
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: January 10, 2022, 07:41:43 pm »
Yeah, the hitAnimation validation seems wrong.
Will fix asap.

23
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: January 10, 2022, 07:02:48 pm »
Wrong bigsprite:

Code: [Select]
items:
  - type: STR_CORPSE_PLASTIC_ARMOR
    bigSprite: 0           # before was 9343

Wrong handsprite:

Code: [Select]
items:
  - type: CALCINITE_WEAPON #melee attack
    handSprite: 0       # before was 9104

Wrong unit response sounds (449):

Code: [Select]
armors:
  - type: HOVERTANK_AQWA_ARMOR_GAUSS_A_UC
#    selectUnitFemale: [446, 447, 448, 449, 450, 451, 452, 453, 454, 455, 456]    # 449 doesn't exist
  - type: HOVERTANK_AQWA_ARMOR_SONIC_A_UC
#    selectUnitFemale: [446, 447, 448, 449, 450, 451, 452, 453, 454, 455, 456]    # 449 missing
  - type: HOVERTANK_AQWA_ARMOR_ROCKET_A_UC
#    selectUnitFemale: [446, 447, 448, 449, 450, 451, 452, 453, 454, 455, 456]    # 449 missing


and many potentially wrong `hitAnimation`s... I didn't check all... maybe there are some false positives there, I need to check with Yankes about this particular check

I tried removing all hitAnimations and after that the game started.
(As a workaround, you can enable "Lazy Loading" in options and the sprites won't be validated)

24
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: January 10, 2022, 06:22:36 pm »
Well, here it is again ... only everything was fine, and suddenly everyone died. The worst thing is that looking at this LOG I can not understand what exactly to edit. There are no such values in my modification.

The indexes in the log are the internal ones from the game.

In the ruleset, they will be smaller by 1000 (or whatever mod offset is at the time).

I'll check later today too.

25
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: January 10, 2022, 01:40:46 pm »
New OXCE v7.4 is up.

2022-01-10
QoL:
n/a

Features:
- Support for animated alien inventory (M-click view)
- Handle side effects for research from events (e.g. remove obsolete ongoing research projects)
- 2x2 soldiers are now displayed under "soldiers/crew" label, not under "hwps/vehicles" label
- Added validation of sound and surface set indices
- Save options snapshot for debug

Modding:
- Research on mission failure and mission site despawn: https://openxcom.org/forum/index.php/topic,10302.0.html
- More events (success, failure, site despawn): https://openxcom.org/forum/index.php/topic,10319.0.html
- Arc/Mission/Event script access to object counters: https://openxcom.org/forum/index.php/topic,10318.0.html
- Custom mission counters: https://openxcom.org/forum/index.php/topic,10318.0.html
- Separate power value just for explosion animation: https://openxcom.org/forum/index.php/topic,10308.0.html
- Check for valid land point for site spawns by UFO: https://openxcom.org/forum/index.php/topic,10305.0.html
- More granular enemy numbers per difficulty (`medQty`): https://openxcom.org/forum/index.php/topic,10304.0.html
- Limits on craft crew by type and size: https://openxcom.org/forum/index.php/topic,10317.0.html
- Custom "select base" and "start dogfight" sounds: https://openxcom.org/forum/index.php/topic,10195.0.html
- Custom craft sounds + interface sounds rework: https://openxcom.org/forum/index.php/topic,10195.0.html
- Prime/unprime sounds: https://openxcom.org/forum/index.php/topic,9663.0.html
- Support vertical text alignment for cutscenes: https://openxcom.org/forum/index.php/topic,9688.msg142868.html#msg142868
- Support for random terrain/deployment map scripts (attribute `mapScripts`)
- Display special weapon bigob in the empty hand UI (requires `specialUseEmptyHandShow: true`)
- Explosion on collapse/tile burning also for soldiers (defined by armor, attribute `specab`)
- Hunter-killer softlock threshold (attribute `softlockThreshold`)
- Multi-UFO retaliation base attacks (attribute `multiUfoRetaliation`)

Bugfixes:
- Fixed armor mismatch of dead soldiers after reload (introduced in OXCE v7.1.11, upgrade recommended)
- Fixed following UFO converted into a mission site with crafts that contain only HWPs
- Fixed available living quarters check before craft transfer (was ignoring 2x2 soldiers)
- Fixed missing access to the Inventory button (at the base) when craft has only 2x2 soldiers
- Fixed missing craft capacity check when changing armor with R-click
- Improved craft capacity checks in New Battle GUI
- Fixed prison check after reload
- Don't show reinforcements alert before turn 1
- Fixed rare endless loop in walking state (to be fixed in OXC too)
- Android: Fixed lingering path preview bug

Download: https://openxcom.org/forum/index.php/topic,5258.0.html

Auto-update available on Windows.
Ruleset validator was updated.
Wiki ruleset reference was updated.

26
You can now define events, that won't be "scheduled", but will pop up instantly for selected triggers:

1. `successEvents` = mission success
2. `failureEvents` = mission failure (does NOT include mission site despawn)
3. `despawnEvents` = mission site despawn

Each attribute is a weighted list.
One item is picked from the list randomly (considering weights).

Example:

Code: [Select]
alienDeployments:
  - type: STR_TERROR_MISSION
...
    successEvents:
      STR_TEST_EVENT1: 100
    despawnEvents:
      STR_TEST_EVENT2: 50
      STR_TEST_EVENT4: 50
    failureEvents:
      STR_TEST_EVENT3: 100
...

27
Custom mission counters are defined via 8 new alienDeployment attributes:
1. `counterSuccess` - increases on mission success
2. `counterFailure` - increases on mission failure and on mission site despawn (which is also a failure, duh)
3. `counterDespawn` - increases on mission site despawn
4. `counterAll` - increases on mission success, failure and despawn

5. `decreaseCounterSuccess` - decreases on mission success
6. `decreaseCounterFailure` - decreases on mission failure and on mission site despawn (which is also a failure, duh)
7. `decreaseCounterDespawn` - decreases on mission site despawn
8. `decreaseCounterAll` - decreases on mission success, failure and despawn

Example:

Code: [Select]
alienDeployments:
  - type: STR_TERROR_MISSION
...
    counterSuccess: CUSTOM_TERROR_SUCCESS
    counterFailure: CUSTOM_TERROR_FAILURE
    counterDespawn: CUSTOM_TERROR_DESPAWN
    counterAll: CUSTOM_TERROR_ALL
...

PS: note that just like the default game object counters, also these custom counters have a value in the save file increased by one... keep that in mind when testing/investigating

PS2: counters cannot decrease below zero

PS3: don't decrease non-custom counters, you'll break/crash the game

28
All 3 script types now have access to 3 different kinds of counters:

1. mission script `varName` counter... you can find it under `alienStrategy:` in the save file

2. global object counter... you can find it under `ids:` in the save file
- this contains the number of various generated game objects, most notably mission markers

3. custom global object counter... this is also under the same `ids:` in the save file
- this contains modder-defined counters, that can increase or decrease after mission success/failure/despawn

The `varName` can be accessed via `missionVarName`.
Global counters (both default and custom) can be accessed via `missionMarkerName`.

The counter is then compared against the limits defined via `counterMin` and `counterMax`.

IMPORTANT: please note that `ids:` in the save file hold a value of the counter plus 1. For example if the game generated 2 terror site, the save will contain `STR_TERROR_SITE: 3`.

Example for an event script (same syntax is valid for mission scripts and arc scripts):

Code: [Select]
eventScripts:
  - type: STR_TEST
...
    missionVarName: shippingLanes           # varName from mission scripts
    missionMarkerName: STR_TERROR_SITE      # marker name from alien deployment
    missionMarkerName: CUST_TERROR_SUCCESS  # custom counter name from alien deployment
    counterMin: 3
    counterMax: 3                           # -1 = infinity/unlimited
...

Please only use one of the `missionVarName` and `missionMarkerName` at a time; they share the `counterMin` and `counterMax` values.
Default for `counterMin` is 0 (zero).
Default for `counterMax` is -1 (unlimited).

29
OpenXcom Extended / [DONE][Suggestion] More constraints on craft crew
« on: January 09, 2022, 08:08:51 pm »
Craft ruleset now has 8 more fields:
`maxSmallSoldiers` = maximum allowed number of 1x1 soldiers, default -1 (unlimited)
`maxLargeSoldiers` = maximum allowed number of 2x2 soldiers, default -1 (unlimited)
`maxSmallVehicles` = maximum allowed number of 1x1 vehicles, default -1 (unlimited)
`maxLargeVehicles` = maximum allowed number of 2x2 vehicles, default -1 (unlimited)
`maxSmallUnits` = maximum allowed number of 1x1 soldiers and 1x1 vehicles, default -1 (unlimited)
`maxLargeUnits` = maximum allowed number of 2x2 soldiers and 2x2 vehicles, default -1 (unlimited)
`maxSoldiers` = maximum allowed number of 1x1 soldiers and 2x2 soldiers, default -1 (unlimited)
`maxVehicles` = maximum allowed number of 1x1 vehicles and 2x2 vehicles, default -1 (unlimited)

Of course there are still the two existing fields:
`soldiers` = total of all imaginable units, default 0
`vehicles` = all units minus 1x1 soldiers (i.e. 1x1 vehicles, 2x2 vehicles and 2x2 soldiers), default 0

30
OpenXcom Extended / Re: [Suggestion] More GEO Sounds
« on: January 09, 2022, 06:55:09 pm »
Custom `selectBaseSound` and `startDogfightSound` sounds

Select base:
- played when selecting a base on the globe directly
- or via multi-select GUI (when too many objects are close to each other)
- not played on Intercept button in Globe menu
- not played on Intercept button in UFO Detected GUI
- not played on Intercept button in Mission Site Detected GUI
- not played on Intercept button in Mission Site Info GUI

Start dogfight:
- only played when a dogfight is first opened
- minimize and restore doesn't play again

Both sounds can be just one number or a list of numbers.

Example:

Code: [Select]
selectBaseSound: [11, 12, 13]   # indices into GEO.CAT

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